The Ethics of Computer Games

Nonfiction, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games, Social & Cultural Studies, Social Science
Cover of the book The Ethics of Computer Games by Miguel Sicart, The MIT Press
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Miguel Sicart ISBN: 9780262261531
Publisher: The MIT Press Publication: August 19, 2011
Imprint: The MIT Press Language: English
Author: Miguel Sicart
ISBN: 9780262261531
Publisher: The MIT Press
Publication: August 19, 2011
Imprint: The MIT Press
Language: English

Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design.

Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design.

Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

More books from The MIT Press

Cover of the book Becoming Human by Miguel Sicart
Cover of the book Paradox by Miguel Sicart
Cover of the book Rhythm Science by Miguel Sicart
Cover of the book The Future of Thinking by Miguel Sicart
Cover of the book Israel and the World Economy by Miguel Sicart
Cover of the book Robot Ethics by Miguel Sicart
Cover of the book Touch by Miguel Sicart
Cover of the book Probabilistic Robotics by Miguel Sicart
Cover of the book The Problem With Software by Miguel Sicart
Cover of the book Applied State Estimation and Association by Miguel Sicart
Cover of the book Global Carbon Pricing by Miguel Sicart
Cover of the book Dirty Gold by Miguel Sicart
Cover of the book CO2 Rising by Miguel Sicart
Cover of the book Debugging Game History by Miguel Sicart
Cover of the book Overcrowded by Miguel Sicart
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy